コード例 #1
0
	void FloreChanged (EcoSystem sender, float newValue)
	{
		/*
		//See: http://answers.unity3d.com/questions/12504/how-can-i-automatically-place-grass-and-other-deta.html
		// read all layers of the alphamap (the splatmap) into a 3D float array:
		float[][] alphaMapData = TerrainData.GetAlphamaps(x, y, width, height);
		
		
		// read all detail layers into a 3D int array:
		int numDetails = TerrainData.detailPrototypes.Length;
		int [][][] detailMapData = new int[TerrainData.detailWidth][TerrainData.detailHeight][numDetails];
		for (int layerNum=0; layerNum < numDetails; layerNum++) {
			int[][] detailLayer = TerrainData.GetDetailLayer(x, y, width, height, layerNum);
		}
		
		
		// write all detail data to terrain data:
		for (int n = 0; n < detailMapData.Length; n++)
		{
			TerrainData.SetDetailLayer(0, 0, n, detailMapData[n]);
		}
		
		// write alpha map data to terrain data:
		TerrainData.SetAlphamaps(x, y, alphaMapData);
		*/
	}
コード例 #2
0
	void EnergyChanged (EcoSystem sender, float newValue)
	{		
		Color ambientLightColor = RenderSettings.ambientLight;
		//ambientLightColor.b = (newValue/EcoSystem.MAX_VALUE)*0.1f;
		ambientLightColor.b = energy.Evaluate(newValue/100f);
		RenderSettings.ambientLight = ambientLightColor;
		RenderSettings.fogColor = ambientLightColor;
	}
コード例 #3
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	// Use this for initialization
	void Start () {
		ecoSystem = GetComponent<EcoSystem> ();
		ecoSystem.EnergyChanged += EnergyChanged;
		ecoSystem.FloreChanged += FloreChanged;
		ecoSystem.OxygeneChanged += OxygeneChanged;
		ecoSystem.WaterChanged += WaterChanged;

		initialHeight = waterObject.transform.position.y;

		//Init values
		EnergyChanged (ecoSystem, ecoSystem.Energy);
		OxygeneChanged (ecoSystem, ecoSystem.Oxygene);
		WaterChanged (ecoSystem, ecoSystem.Water);
	}
コード例 #4
0
ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
	// Use this for initialization
	void Start () {
		ecoSystem = GetComponent<EcoSystem> ();

		ecoSystem.EnergyChanged += EcoSystem_EnergyChanged;
		ecoSystem.FloreChanged += EcoSystem_FloreChanged;
		ecoSystem.OxygeneChanged += EcoSystem_OxygeneChanged;
		ecoSystem.WaterChanged += EcoSystem_WaterChanged;

		sliderEnergy.onValueChanged.AddListener(SliderEnergy_ValueChanged);
		sliderFlore.onValueChanged.AddListener(SliderFlore_ValueChanged);
		sliderOxygene.onValueChanged.AddListener(SliderOxygene_ValueChanged);
		sliderWater.onValueChanged.AddListener(SliderWater_ValueChanged);

		ecoSystem.Locked = Locked;
	}
コード例 #5
0
ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
    // Use this for initialization
    void Start()
    {
        ecoSystem = GetComponent <EcoSystem> ();

        ecoSystem.EnergyChanged  += EcoSystem_EnergyChanged;
        ecoSystem.FloreChanged   += EcoSystem_FloreChanged;
        ecoSystem.OxygeneChanged += EcoSystem_OxygeneChanged;
        ecoSystem.WaterChanged   += EcoSystem_WaterChanged;

        sliderEnergy.onValueChanged.AddListener(SliderEnergy_ValueChanged);
        sliderFlore.onValueChanged.AddListener(SliderFlore_ValueChanged);
        sliderOxygene.onValueChanged.AddListener(SliderOxygene_ValueChanged);
        sliderWater.onValueChanged.AddListener(SliderWater_ValueChanged);

        ecoSystem.Locked = Locked;
    }
コード例 #6
0
ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
 private void EcoSystem_EnergyChanged(EcoSystem sender, float newValue)
 {
     sliderEnergy.value   = newValue;
     sliderEnergyUI.value = newValue;
 }
コード例 #7
0
ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
	private void EcoSystem_WaterChanged(EcoSystem sender, float newValue){
		sliderWater.value = newValue;
		sliderWaterUI.value = newValue;
	}
コード例 #8
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ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
	private void EcoSystem_OxygeneChanged(EcoSystem sender, float newValue){
		sliderOxygene.value = newValue;
		sliderOxygeneUI.value = newValue;
	}
コード例 #9
0
ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
	private void EcoSystem_FloreChanged(EcoSystem sender, float newValue){
		sliderFlore.value = newValue;
		sliderFloreUI.value = newValue;
	}
コード例 #10
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ファイル: SlidersControl.cs プロジェクト: ludo6577/Unity
	private void EcoSystem_EnergyChanged(EcoSystem sender, float newValue){
		sliderEnergy.value = newValue;
		sliderEnergyUI.value = newValue;
	}
コード例 #11
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	void WaterChanged (EcoSystem sender, float newValue)
	{
		waterObject.transform.position = new Vector3(waterObject.transform.position.x, initialHeight + water.Evaluate (newValue / 100f), waterObject.transform.position.z);
	}
コード例 #12
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	void OxygeneChanged (EcoSystem sender, float newValue)
	{
		//RenderSettings.fogDensity = (EcoSystem.MAX_VALUE - newValue)/10000f;
		RenderSettings.fogDensity = oxygene.Evaluate((EcoSystem.MAX_VALUE - newValue)/100f);
	}
コード例 #13
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 public void Init()
 {
     my_grid   = new Grid <Cell>(3, 3);
     ecosystem = new EcoSystem(my_grid);
 }